/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef ARKCORE_GRID_H
#define ARKCORE_GRID_H

/*
 @class Grid
 Grid is a logical segment of the game world represented inside TrinIty.
 Grid is bind at compile time to a particular type of object which
 we call it the object of interested.  There are many types of loader,
 specially, dynamic loader, static loader, or on-demand loader.  There's
 a subtle difference between dynamic loader and on-demand loader but
 this is implementation specific to the loader class.  From the
 Grid's perspective, the loader meets its API requirement is suffice.
 */

#include "Define.h"
#include "TypeContainer.h"
#include "TypeContainerVisitor.h"

// forward declaration
template<class A, class T, class O> class GridLoader;

template<class ACTIVE_OBJECT, class WORLD_OBJECT_TYPES, class GRID_OBJECT_TYPES>
class Grid
{
    // allows the GridLoader to access its internals
    template<class A, class T, class O> friend class GridLoader;
public:

    /** destructor to clean up its resources. This includes unloading the
     grid if it has not been unload.
     */
    ~Grid ()
    {
    }

    /** an object of interested enters the grid
     */
    template<class SPECIFIC_OBJECT> void AddWorldObject (SPECIFIC_OBJECT *obj)
    {
        if (!i_objects.template insert<SPECIFIC_OBJECT>(obj))
            ASSERT(false);
    }

    /** an object of interested exits the grid
     */
    template<class SPECIFIC_OBJECT> void RemoveWorldObject (SPECIFIC_OBJECT *obj)
    {
        if (!i_objects.template remove<SPECIFIC_OBJECT>(obj))
            ASSERT(false);
    }

    /** Refreshes/update the grid. This required for remote grids.
     */
    void RefreshGrid (void)
    { /* TBI */
    }

    /** Locks a grid.  Any object enters must wait until the grid is unlock.
     */
    void LockGrid (void)
    { /* TBI */
    }

    /** Unlocks the grid.
     */
    void UnlockGrid (void)
    { /* TBI */
    }

    /** Grid visitor for grid objects
     */
    template<class T> void Visit (TypeContainerVisitor<T, TypeMapContainer<GRID_OBJECT_TYPES> > &visitor)
    {
        visitor.Visit(i_container);
    }

    /** Grid visitor for world objects
     */
    template<class T> void Visit (TypeContainerVisitor<T, TypeMapContainer<WORLD_OBJECT_TYPES> > &visitor)
    {
        visitor.Visit(i_objects);
    }

    /** Returns the number of object within the grid.
     */
    unsigned int ActiveObjectsInGrid (void) const
    {
        return /*m_activeGridObjects.size()+*/i_objects.template Count<ACTIVE_OBJECT>();
    }

    /** Inserts a container type object into the grid.
     */
    template<class SPECIFIC_OBJECT> void AddGridObject (SPECIFIC_OBJECT *obj)
    {
        if (!i_container.template insert<SPECIFIC_OBJECT>(obj))
            ASSERT(false);
    }

    /** Removes a containter type object from the grid
     */
    template<class SPECIFIC_OBJECT> void RemoveGridObject (SPECIFIC_OBJECT *obj)
    {
        if (!i_container.template remove<SPECIFIC_OBJECT>(obj))
            ASSERT(false);
    }

    /*bool NoWorldObjectInGrid() const
     {
     return i_objects.GetElements().isEmpty();
     }

     bool NoGridObjectInGrid() const
     {
     return i_container.GetElements().isEmpty();
     }*/
private:

    TypeMapContainer<GRID_OBJECT_TYPES> i_container;
    TypeMapContainer<WORLD_OBJECT_TYPES> i_objects;
    //typedef std::set<void*> ActiveGridObjects;
    //ActiveGridObjects m_activeGridObjects;
};
#endif
